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Kickstarter: Divinity: Original Sin 2 [Over, $2 million funded]

That's a lot of data. I'm still not expecting this to get to 2 million, simply because of the enormous drop-offs of more recent CRPG campaigns, But I guess if they hit the perfect combination of media support and tiers they might.
D:OS2 is in a better situation than the recent CRPG campaigns, though. Bard's Tale IV is as niche as it gets and it made 1.5 million. I think D:OS2 will definitely perform at least 33% better.

Even with the drop-offs, I think it's going to be close even if just for the fact that Larian has put consistently some of the best status updates I've seen on Kickstarter and as Fairfax pointed out, there is still untapped potential within the Kickstarter campaign tier setup (in both mid and high end tier design and rewards) and possible stretch goal design. Leveraging the idea tracker for stretch goals might not be a bad idea, even though you always have to consider how well those ideas meet the vision of the game. Polish localization might be a very valuable addition from some of the data I've seen when it comes to Polish players and CRPGs (not just W3).
I've heard that about polish players as well, wish I had access to the geography data on steamspy.

I'm honestly tired of the Avellone stretch goal thing. It feels worn out at this point. Where's the Avellone-led project we've all been asking for? :(
Worn out?! Heresy!

Anyway, Feargus implied over the years that MCA was given a new world/game to create, and some speculate (myself included), that its cancellation earlier this year led to his departue.
As a freelancer, I guess his best chances of being project lead would Van Buren by InXile, considering Brian Fargo registered the trademark after they talked about it.
 
I'd think the writing implications of the competitive questing system would excite MCA quite a bit. It sounds like a writers dream game (or worst nightmare lol).
 
They do need more tiers between $25 and $100 without including additional copies of the game. I wouldn't mind the $100 tier but I don't need 2nd game copy. If they made that say $70-75 I could see myself being tempted, for example.

I think Harebrained did a better job with tiers for their kickstarter and Shadowrun Hong Kong is a great comparison since it's a follow up to well received first game.
 
Excellent analysis.

The point about having step-up tiers is CRUCIAL. As your existing backers get more hyped, they will want to raise their pledges, and you need to give them somewhere to go. They are MUCH more likely to raise their pledge if it's a 10-50% bump rather than doubling or tripling the original amount. Larian's projects have some of the best communication of any KS, so they would benefit more than most.

Another way to solve the "missing tier" problem is add-ons, which PoE used to great effect. Having some $5-$50 add-ons would give backers more options to increase their pledge at any level. You could restrict physical add-ons to backers who already pledged at a physical tier ($125 and above). Add-ons aren't the perfect solution because they're a bit less discoverable than tiers and a pain to manage, but the flexibility can't be beat.

Putting yourself in the backer's shoes is absolutely critical when structuring the tiers, and I think this is really undervalued by some Kickstarters.

Finally, I would love to hear what you think about Bloodstained, which managed a whopping $85 average pledge by having only three pledge levels below $100 ($5, $28, and $60). Was that the right move? Would it work for other campaigns, or was that a special case?
Thank you. Add-ons are great indeed, they add a lot of flexibility and even more choice to the backers. Even though they're not exactly integrated into the Kickstarter campaign itself, they're pretty good in the long run and for those who want to pledge with paypal, etc.

Bloodstained didn't do much of what I suggested here regarding lower pledges and still had the best campaign (IMHO, of course) to date. You can see in the chart from the last page that it was the most balanced and consistent campaign, and managed to beat Torment by ~1.3 million, holding the record until Shenmue III came.
Speaking of Shenmue III, that's probably the only other game that can be compared. Bloodstained had a lot of things going for it, some of which are pretty unique for a Kickstarter:

  • An almost dead genre with a lot of nostalgic fans, so there's a high demand for something with almost no supply besides a few "metroidvania" indies.
  • Last traditional Castlevania games by Igarashi were released in 2010 and 2008, and that's a very traditional franchise with a large following.
  • Project led by "one of the godfathers" of such genre, as the KS page accurately put it.
  • With Konami in its current state, Bloodstained was the only chance of having a proper "Igavania" game anytime soon.

  • They did other more specific Kickstarter-related things that worked very, very well:
  • Great visual design. Their KS page is pretty much impeccable. (D:OS2 is very good too)
  • 3 platforms right off the bat: PC / XB1 / PS4, then Wii U and Vita as stretch goals. Being a game traditionally released on consoles and portables, and not something that requires a specific interface or controller scheme (like a RTS), this covers pretty much everyone (only 3DS was missing, for understandable reasons). Even people who don't have a next gen console could play it on an average PC.
  • One of, if not the best social media/backer interaction campaign using all kinds of networks and sharing methods. They kept backers engaged and checking the updates, videos and goals all the time, while also promoting the work of backers through fanart, comics, cosplay pictures and so on. Even backer achievements were added. Fans were already passionate, the campaign tuned it up to 11.
    I believe this is why the game had the most balanced and consistent campaign: they managed to keep people hyped and promoting the game during the usually slow middle days:

    untitled-315svd.jpg

This is something Project Eternity did to a lesser extent with the endless dungeon, but that was a campaign that took more time for the media to pick up. It was still the 3rd big project on KS. Bloodstained became a headline right off the bat, yet still managed to keep a steady, considerable growth. They also had a great last 3 days, which are just as important as the first 3, if not more.

They also did some of the things I suggested/emphasized here that apply to any Kickstarter campaign:

  • Digital soundtrack already included in $60 and above.
  • Very unique physical goods with great visual design that are very clearly made for collector's and will be very limited. People who made the mockups helped them a lot here. Also included two more practical items: a keychain and a T-shirt that can be used by pretty much anyone, even those who want to keep a low-profile with their video game merchandise.
  • Excellent tiers for the $100-1000 pledges, which is ultimately what made the difference for them. Like I said, big donors love in-game content, and you could get it starting with the $750 pledge.
  • Interesting in-game content for $1000+. Custom weapons, enemies, portraits, even an area.
  • Orchestrated tracks as stretch goal.
  • 6 languages and both english and japanese voice tracks.
Here are the stats if you're interested:
untitled-5ansyb.jpg


As you can see, they made most of their money in the $100-800 range. In fact, they made 54.5% in the $100-300 alone. That is incredible, and it's why the average was so high and the money they raised broke records.

The big donors made $274, which is roughly the same as Eternity, the one I mentioned as one of the best examples for that. However, they limited the amount of backers and a lot of them ran out pretty quickly. I'm pretty sure they would've made a lot more money with them, but considering the genre, it's perfectly understandable that they couldn't fill the game with this kind of backer content.

It's also worth considering that this is a different, much larger audience compared to the CRPG crowd. As you can see, the most popular pledge was $60, followed by $28 and $100 Console players are used to paying more and they're more numerous, so everything was in a bigger scale here.
From their perspective, for the price of a new console game you could get a special physical backer edition or the digital one with the soundtrack. (16,450 chose the physical copy, 6569 digital)

__________________________________________________________________________________________________

As for your specific question: was it the right move (to include only 3 tiers under $100)? Considering the astounding success, it's hard to say it was the "wrong move" lol, but yes, I do believe they could've made even more money with a ~$40 tier and another one between the $60 and $100 pledges. I don't think it would've been a huge difference, but I'm sure a lot of the $28 and $60 folks would've paid an extra 5-20 bucks for a new tier if given the chance. They were 45.5% of total backers, which is highly unusual (and good), so it wouldn't have made a huge difference, however.
And the other thing you asked: "was it a special case?" I think it's a type of special case. I'm sure there are other spiritual successors/sequels that would make people spend that kind of money on average. A Kojima Kickstarter, for example.

I guess the other question is: can Larian learn anything from Bloodstained? To be honest, I don't think there's much for them to learn there. Console versions could potentially increase funding, but by how much? Console players don't know the original game, the enhanced edition has yet to be released. That would require a not insignificant portion of their budget and manpower. I think they should wait and see how it performs on consoles and then give it the EE treatment next year if they think it's worth it.

The Bloodstained social media campaign was great, but Divinity doesn't strike as the kind of intense cosplay/fanart producing fandom. It certainly won't hurt to experiment with some of that, however. The backer achivement/social media combination was very interesting, and its not the kind of scummy free advertising that are forced on costumers sometimes ("like us to use wi-fi", etc). With the right approach, it's more like a community working together to increase the funding and make the game they're passionate about even better. Everybody wins.

The things the Bloodstained backers pay top dollar can't be reproduced at will, however. Like I said, I think the only valid comparison would be Shenmue III. Even though they did a bad job with their campaign, "Shenmue III by Yu Suzuki" as a crowdfunded game has the inherent advantages I mentioned first. It's not something every campaign could do. Swen is definitely doing a good job and is very well regarded among CRPG fans, so they do have that as a plus already (on a smaller scale, of course).
 
I'm honestly tired of the Avellone stretch goal thing. It feels worn out at this point. Where's the Avellone-led project we've all been asking for? :(

Its probably because his involvement in projects was smaller than we had hoped. Especially PoE.
 
I wouldn't say I'm tired of Chris Avellone's contributions, far from it, but the day he leads another project, large amounts of money will disappear from my wallet.
 
Larian has the money to hire MCA, why would they put him up as a KS stretch goal when they have the opportunity to get him on board to this game since he's up for it.
 
About the Chris Avellone stretch goal for Original Sin 2: There will be no stretch goal involving him for Original Sin 2, but they'd love to work with him on future projects/a future project.

That doesn't mean it'll ever happen.
 
About the Chris Avellone stretch goal for Original Sin 2: There will be no stretch goal involving him for Original Sin 2, but they'd love to work with him on future projects/a future project.

That doesn't mean it'll ever happen.
Was that confirmed just now? Where? (Not doubting you)
 
Backed of course. No question. This is my third game to ever fund with the first being Star Citizen and the second being Hero-U: Rogue to Redemption.

Favorite memory from the first game. I played it with my best friend and we were trying to figure out how to get into the entrance to the temple of the dead.

So my friend figured it out when he teleported a cow carcass on to the entrance while I was taking a leak, and when I come back he decides to pretend like he is still trying to figure it out.

"Allright, so I have an idea. Move on to that platform there, yep, right there. Ok, now stand still and I'm going to try something."

So I expect he is gonna flip a switch or something, instead he launches his most powerful spells and nukes me out of existence, then I get teleported into the temple. Looking forward to the shenanigans in this one.

Also, my votes go for Polymorph and Bard trees. I would so do a bard character. Our luck though we end up getting Guardians and trappers.
 
Appreciate the analysis. Good point about the expectations of different communities.

You sure you don't want to market yourself as a KS consultant? The need is real.
Hahah thanks again, but you're overestimating my analysis. What would really help the developers is some market research with the backers themselves, which would really give everyone a more in-depth analysis into what they think and what they want before, during and after the campaigns.
An insight into the consumer's behaviour would be much more useful than a bunch of people like me, as I'm just reading numbers available for everyone. Understanding and fulfilling the wishes of backers is the real challenge, and Bloodstained's campaign showed there's still much to learn through experimenting.

Right now the biggest question mark (at least IMO) is the effect of stretch goals. What kind of stretch goals make people upgrade their pledges? What types make people upgrade the most? Renowned developers? New platforms? What types have no effect at all?
It's impossible to know through daily pledge on Kicktraq, and I don't know if Kickstarter itself or the campaign creators even have access to that kind of data. Only a few specific cases are easy to notice.
For instance: the day MCA was announced as a stretch goal for Torment and the 4 days after that combined had a 42% increase over the 5 days before that. But was that due to backers upgrading? Or did MCA's involvement raise even more awareness about the project and those were mostly new backers? Maybe both? It's really hard to tell, but it's undeniable that he had a not insignificant effect on daily pledges.

PS: I forgot to mention one thing about Bloodstained in the analysis: it's the only KS game to earn more than $1 million in its last day alone. Shenmue III made less than $950k, in comparison.
It also had a daily average of $75,061 during the middle days (excluding the first and the last 3), which is still the all-time record for a KS game. (Shenmue had an average of $68,944 in the middle days.)
 
I think dev's looking to do big KS campaigns really need to think about holding off for a while after this. I feel like we are truly seeing a fatigue in which the crowd who wants/are willing to chip in are being strained. This will probably be my last pledge for awhile.

Maybe it's just me but I can only allot so much money for a kickstarter in my budget. I feel like if they let the campaigns lull and then start up some new ones next Spring we'd see much higher goals reached. Shenmue/Yooka/Bloodstained I feel really stretched some of us thin.
 
10% chance to fall asleep when chilled (Passive)
Cold-bloods get sleepy in low temperatures. We see it happen at Larian all the time...
Oh man, that's so Larian. Racial bonuses working both ways, being advantageous or troublesome, would be really cool. And having it manner it dialog would be a nice change when most RPGs nowadays go out of their way to avoid mentioning it, or do so superficially.

Also, the armour sets look great.


Lizardmen are GOAT.
 
I'm both super excited and terrified by the source powers! Transform into a dragon, yes! But what's the cost? It could be a really cool mechanic if done correctly, and Larian is probably my first choice to do it well at the moment.

I think my pc is going to be a source crazed martyr. Using his source abilities to the fullest for the good of the people around him.
 
I think dev's looking to do big KS campaigns really need to think about holding off for a while after this. I feel like we are truly seeing a fatigue in which the crowd who wants/are willing to chip in are being strained. This will probably be my last pledge for awhile.

Maybe it's just me but I can only allot so much money for a kickstarter in my budget. I feel like if they let the campaigns lull and then start up some new ones next Spring we'd see much higher goals reached. Shenmue/Yooka/Bloodstained I feel really stretched some of us thin.

We still got the Battletech kickstarter coming soon, so don't close your wallet yet.
 
So they're adding new tiers, huh? Nice.
Lizards sound pretty cool, btw.
I think dev's looking to do big KS campaigns really need to think about holding off for a while after this. I feel like we are truly seeing a fatigue in which the crowd who wants/are willing to chip in are being strained. This will probably be my last pledge for awhile.

Maybe it's just me but I can only allot so much money for a kickstarter in my budget. I feel like if they let the campaigns lull and then start up some new ones next Spring we'd see much higher goals reached. Shenmue/Yooka/Bloodstained I feel really stretched some of us thin.
It really depends on how much the projects overlap, but Bloodstained and Shenmue were the most funded games so far, so I guess even if it's a small percentage, it's still a considerable amount of backers.
What's interesting to me is that the number of backers for the most funded projects is going down, while the average pledge is going up. Double Fine Adventure is still by far the campaign with most backers (87,142), followed by Torment (74,405) and Eternity (73,986).

I guess it proves your point in a way. Back then there weren't nearly as many projects available, now people may pledge 2 or 3 times a year, so the consumers are being spread across multiple projects.
 
Fairfax was heard
New Pledge Tiers Incoming!

We’ve been listening to your requests for more options for your pledges, and plan to release a bunch of new tiers for you to choose from! The new tiers will be added in the near future, so keep an eye on Facebook and Twitter and we’ll let you know exactly when they go live.

There's also an exclusive tier with a limited number of pledges incoming that will give you an opportunity to get your name in the game! More details coming soon, but we'll let you know exactly when it is coming ahead of time so you don't miss the opportunity to pledge before spaces run out.
 
I think dev's looking to do big KS campaigns really need to think about holding off for a while after this. I feel like we are truly seeing a fatigue in which the crowd who wants/are willing to chip in are being strained.

Yes, I imagine that's why in 2015 the record for highest-earning video game Kickstarter was broken... twice.
 
Yes, I imagine that's why in 2015 the record for highest-earning video game Kickstarter was broken... twice.
The flame that burns twice as bright burns half as long.
The big KS flop could happen any time now, and the more success story we have in the meantime, the likelier it is.
 
The flame that burns twice as bright burns half as long.
The big KS flop could happen any time now, and the more success story we have in the meantime, the likelier it is.

I'm doubtful this really applies. "Video Games" even "Video Games reminiscent of the 90s" aren't a homogenous group targeted at a single audience. There's likely a significant difference in who backs Euka-Laylee compared to Project Eternity. It's entirely possible for these difference audiences to have completely different levels of excitement for a new project.
 
I think dev's looking to do big KS campaigns really need to think about holding off for a while after this. I feel like we are truly seeing a fatigue in which the crowd who wants/are willing to chip in are being strained. This will probably be my last pledge for awhile.

So, the developer asks for $500k funding, receives $1.2M (possibly more) and others should view it as a failure?
 
The flame that burns twice as bright burns half as long.
The big KS flop could happen any time now, and the more success story we have in the meantime, the likelier it is.

Even huge, high-profile flops wouldn't make a difference. Say Shenmue III didn't make its goal. It's hard to see how that would stop devs from going on Kickstarter, or backers from funding other projects.

I don't think a collapse of gaming Kickstarters is supported by the data. If three years of success and growth doesn't point to a healthy future, what would?
 

From my first analysis:

- Add at least 2 new tiers between $60 and $80. Check

- Add 1 tier between $30 and $50, if possible. Check

- Digital soundtrack for every pledge of $50 or more. Check

- Free copies of the first game in some of these tiers. Check

They also added a new $90 tier and added multiple tier between $200 and $700 to replace the sold out ones as I mentioned.

I guess at least some of what I said was right on the money, eh? :p

(By the way, they're teasing with the MCA pics at this point)

Fairfax was heard
Definitely wasn't just me, but I appreciate the thought.
 
I really like the design of the Lizard dudes. Will probably make my main character one.
 
The Undead on Rivellon must constantly resist the eternal tug of the Hall of Echoes. In doing so, however, they lose the thing most precious to them: their memories. Kept out of Eternity long enough, these wanderers become little more than automatons, confused as to their purpose, desperate for reprieve. They are called the Faint Ones.

If they can execute properly on the origin and role-playing options for the Faint Ones, they could be one of the more interesting choices.
 
Undead opens up a lot of cool ideas.
I imagine skills like being able to throw different body parts, each with different effects on the enemy and yourself.
Like throwing your head will lower your accuracy but it will instill fear into your enemies (apart from dealing damage).
I dunno, I hope they can come up with some cool stuff.
 
I wonder how well it would go if Larian did what strafe did: put in an early alpha demo
like just make it the island only and let people play the game and get a feel for it.

Nothing really promotes like "free short game" :p

However the biggest challenge of that is the multiplayer aspect, which is a major component of D:OS's appeal
 
Apparently they've updated the FAQ section quite a bit

For which platforms will Divinity: Original Sin 2 be available?

Right now, we're focusing on Windows only. Additional platforms may be announced in the future.

Believe us, it's not that we're not interested in producing a version for Mac/Linux/Console, it's just that we want to get the gameplay and world fleshed out in all the detail that it needs first. Once we have the game fully worked out, we'll start looking at porting it to other platforms. That’s not something that’ll happen during the Kickstarter or indeed this year.

But - and it’s an important but - we do have most things in place to support several other platforms, since we are starting work from the Divinity:Original Sin Enhanced Edition engine. We just don’t want to make any promises yet.

In which languages will Divinity: Original Sin 2 be available?

We plan to release in English, with French, German and Russian subtitles. We may be announcing extra languages later in the development process.

Will Divinity: Original Sin 2 support controllers?

Yes, the game will support a wide range of PC-compatible controllers, including Xbox One and PS4 controllers.

Will Divinity: Original Sin 2 have couch co-op and split screen support?

Yes, the game will work seamlessly with two players in split screen. In addition, the game will support online play via Steam and GOG Galaxy, as well as LAN play.

Will Divinity: Original Sin 2 have full voiceover?

It's unlikely that DOS2 will be fully voiced. While we’d like to voice everything, this is a game with exponentially more dialogue options than Divinity: Original Sin (the recording of which took seven straight months!), and we don't think there's any way we can voice it all with the resources we expect to have. We've tripled the size of our writing team, so we're looking at at least three times more content to record.

Will Divinity: Original Sin 2 have a day & night cycle?

No, we have no plans to introduce a day and night cycle. What we're trying to do at the narrative & scripting level is really complicated, so to even contemplate adding yet another extra dimension of complexity to that gives us a headache. The impact of the player origins combined with a higher level of freedom than the already insane amount of freedom you had in Divinity: Original Sin, added to the options required for multi-player mode already means that our development is going to be hugely complex. Until we tame all of that, we won't add an extra layer. Perhaps for another game, but definitely not for this one.

How will character creation work in Divinity: Original Sin 2?

Character creation is still something of a work in progress, but essentially you will choose your origin story, and then build your character based on that. You'll be able to choose your race, appearance, stats, and more! The number of available characters from which you'll be able to choose is still under discussion, but we're hoping to give you a wide range of origin stories to work with, so that each journey through the game will be very different, depending on your choice of characters for your party, and the choices you then make within the game.

Considering the work that is being put into co-operative play, how will this affect the single-player experience?

At the start of a single-player game, you pick one character and determine your starting stats, race, and origin story. You'll also be able to choose up to three companions, each of whom is just as detailed as the character you're playing, with their own origin story and motivations. In terms of the narrative development for the companions, in single-player that will depend on the actions of the main character. In multi-player, the other players decide that.

We've found that the emphasis on competitive questing in Divinity: Original Sin 2 makes the single-player experience much better than its predecessor. We're focusing on making the narrative even more engaging - and that translates directly into a really fantastic single-player experience. You might not spend your time stabbing your friends in the back, but all of the content and freedom that makes the multiplayer experience so strong is still present when you're playing on your own.

Do you plan to release a physical copy of Divinity: Original Sin 2?

No, all versions of the game available in Kickstarter will be digital, and the finished version should be the same. We're trying to avoid physical DVDs, as it makes patching the game an awful lot harder. Not shipping a physical disc means that we can update the game easily, which means more developer time spent on features, allowing us to make a better game.

If we back the Original Sin Pack, do we have to wait until December 2016 to get a key for Divinity: Original Sin - Enhanced Edition?

No. Don’t worry, if you back the Original Sin Pack, (or any pack that includes a copy of Divinity: Original Sin - Enhanced Edition) you'll get your key for the Enhanced Edition as soon as it's released, which is planned for October of this year.

What is the difference between the original Divinity: Original Sin and the new Enhanced Edition?

The Enhanced Edition refers to an imminent new version of Divinity: Original Sin (which was originally released in 2014). You can read more on it here:

http://www.divinityoriginalsin.com/blog.php?news=65

If I back Divinity: Original Sin 2 and I want to get my copy on GOG, will I still have Alpha/Beta access?

You'll definitely be able to access the Alpha/Beta through Steam (and hopefully through GOG too, but we're working on that at the moment and it’s not 100% certain). However, the Alpha/Beta access that you choose won't affect which version of the game you get when it ships. So, you can access the Alpha/Beta through Steam and then get the final game on GOG.com if you want.

Will there be add-ons?

This is currently under consideration, but we don't have any more details at this point in time.

Are you hiring?

We're always on the lookout for new talent! See here for more:
http://larian.com/jobs/
 
I'd think the writing implications of the competitive questing system would excite MCA quite a bit. It sounds like a writers dream game (or worst nightmare lol).
Competitive questing is a fantastic opportunity for some high grade trolling. It's such an innovative feature and probably really scary for developers but Larian is pushing forward, which is commendable. It just shows how dedicated they are to developing the best RPG they can (without marketing interferences or huge egos like at Bioware). If I were going into game development my goal would be to move to Quebec to work at Larian. Seriously. :p

I can't wait to play the first game on PS4. After Skyrim, I can't really feel much for Fallout 4 (and the ass graphics and old assets definitely don't help). I'm still waiting on a price for Divinity though. :/
 
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